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  1. #101
    Ridill
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    Bahamut

    Reduce yes but it's still there so even with 100% snapshot I think you'd still not attack faster than melees with capped -delay or at least some I think

  2. #102
    New Merits
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    Sep 2010
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    Ifrit

    Tested Seshaw cape to see if it was magic damage + or percentile increase for magic bursts.
    Used Laevateinn 119 Twilight Cloak for control.
    Job Points 10/10 on Magic Burst Bonus.

    Stone 1 off 1 step darkness: 1113 x2 (Used consecutively to double check.

    Laevateinn 119, seshaw cape nq, Strendu Ring.

    Stone 1 off 1 step darkness: 1158 x2 (Used consecutively to double check.

    1158-1113= 45 45/1113= 4% increase. Doing as little math as possible because I don't understand it, but 23% native magic burst bonus + 5% with decreasing returns seems to check out.

  3. #103
    Relic Horn
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    Super random useless fact:

    Casting Impact on SCH with Light Arts and Perdition Slops gives 699 TP.

  4. #104
    BG Content
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    Lakshmi
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    Occult Acumen probably ignores Light Arts then.
    666*(0.75 + 0.30) = 699

    Edit: Oops, which is what it says on the Occult Acumen page already.

  5. #105
    Relic Horn
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    Sylph

    Has anyone tested whether Ice Shot enhances Distract?

  6. #106
    Relic Horn
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    Tested out T1 nukes with Fenrir +1 vs Shiva +1 on Level 124 Worms in Woh gates.


    Tupsimati
    Zuuxowu Grip
    Dosis Tathlum
    Hagondes Hat +1 MAB 20
    Eddy Necklace
    Crematio Earring
    Friomisi Earring
    Hagondes Coat +1 MAB 20
    Hagondes Cuffs +1 MAB 20
    Fenrir or Shiva Rings +1 x2
    Bookworm Cape
    Furin Obi
    Hagondes Legs +1 MAB23
    Cream Puff INT+7

    Race: Tarutaru with 15 INT merits

    Wind Day and Wind Weather


    2x Fenrir Ring +1: 1386 Aero I
    2x Shiva Ring +1: 1379 Aero I


    On worms 125 and 126 the damage gap seemed to favor Fenrir +1 even more for reasons beyond me.

  7. #107
    Ridill
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    The only way fenrir can win is the rings don't do what they say or you capped dint which is at 100... which if that were the case there wouldn't be a bigger difference on different levels because you'd do the same amount


    Edit: Actually.... did you only try aero?

  8. #108
    Relic Horn
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    Thunder I on 124 Worm with weather and Obi (fireday)

    Shiva 1491
    Fenrir 1506

    Water I with weather, obi but no food (fireday)

    Shiva 1223
    Fenrir 1263


    I might be at some border where I am over the dINT cap with Shivas but not capped with Fenrirs?

  9. #109
    Ridill
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    Bahamut

    Well fenrirs doesn't have int so there would be no cap. But seems odd to be dint capped on mobs with that ridiculous amount of int... what's your total int/mab/mdmg without rings?

  10. #110
    Relic Horn
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    Eating Cream puff, no Rings, belt on obimode (not hailstorm):

    114+131 INT
    +228 MAB
    +307 Mdmg


    EDIT: ..and +24 MAB from RDM sub I didnt include

  11. #111
    Ridill
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    Bahamut

    Can't find an exact int level for 124 mobs but 121 was 261, 122 was 271 and 123 was 281 so 291 seems like a good assumption which means you are definitely not dint capped with only 245 in fact that might be the problem you have a negative dint and I don't think we've explored the V and M values for that. Quick math says M goes to less than 1 but hard to say what exactly.

    Till further testing comes out looks like negative dints might make fenrirs better

  12. #112
    Relic Horn
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    Ya that sounds about right since like I said the dmg gap widened the higher the worms got.

  13. #113
    Ridill
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    Bahamut

    Ok so tested distract 2 and It's mnd.... has a min cap of -40 eva even when target had way more mnd. Was -41 at 5dmnd, -42 at 10 dmnd, -43 at 15 dmnd, -49 acc at 46 dmnd, -50 acc at 50dmnd, and still -50 acc at 63 dmnd. So acc penalty is 40+floor (dmnd/5) with caps at 40 and 50 making not much difference between super geared player and completely naked one.

    Interesting note saboteur distract with the capped dmnd only gave me -90. Saboteur is gimped against nms which would kinda make sense in pvp but then it should've been 75... perhaps it is only doubling the base amount?

    With same mnd and saboteur and af3+2 hands and body was -103 mnd and to make that math work out the only thing I can think of is the enhanced saboteur was applied to just the base amount and the enhance enfeebling part was applied to the full amount

    This makes me wonder if that's how sab actually works on more spells and maybe is the actual source of the gimp against itgs?

  14. #114
    Old Odin
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    Asura

    didnt SE mention something about a saboteur cap on debuffs when distract/frazzle got released? maybe they nerfed it/changed the formula of sav with the release of distract/frazzle

  15. #115
    Ridill
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    Bahamut

    Not sure... and checking for SE notes like that is fairly annoying. Though I don't think it's a sab cap... or if it is af3 hands interact with it weird since I still got an increase from just sab to enhanced sab

    Might test my 2nd theory later today.... it might just be that each spell gets some different bonus from sab then others

  16. #116
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    Lakshmi
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    AM I and AM II give 80 CE and 300 VE per cast. It's possible that their VE is 320. I forget what convention is (first value it doesn't turn for vs. last value it turns for).

  17. #117
    Ridill
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    Bahamut

    It's 320... at least for AMII or at least was a few months ago

  18. #118
    Relic Shield
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    Asura

    I'm not sure if this is known and others notice it, but it seems like when you have a lot of haste and cast Tier 1 elemental magic spells, their recast (at least in menu) reverts to 2s. Their base recast is 2s and it's easy to drop it to 1s, but when you add too much haste, it reverts to 2s. I assume this is because the game can't or refuses to show 0 for a recast so maybe it defaults? I'm not sure if there are other spells that this can occur with, but I found it noticeable on tier 1s.

  19. #119
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    Lakshmi
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    This is also what it shows on interruptions, right?

  20. #120
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    Diabolos

    I think the fastest a spell can cast is 0.5 according to the game(like stun/flash) so maybe if your Fast Cast pushes a spell below 0.5 casting time to like 0.4 it glitches it back to default as you say. I don't think it could be '0' since max cast redux is 80% of original, but pushing it below the fastest, non-chainspell/quick magic time, might screw with it. Report it on official forums maybe?

    And yeah when a spell is interrupted or paralyzed, it's a 2s recast. Weird.

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